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At character levels 4,8, and 12, players can choose to take a feat - a feature that gives you a unique ability which improves your character in a specific area - in lieu of improving their Ability Scores. Fighters and rogues also gain access to bonus feats, with the fighter gaining a bonus feat at level 6 and the rogue at level 10.
{{PageSeo
| description = Feats are features that provide unique improvements to your character, allowing for deeper customisation.
| image = Generic Feature Icon.webp


== Not-Yet-Implemented Feats ==
}}
'''Feats''' are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. [[Fighter|Fighters]] select an additional feat at level 6; [[Rogue|Rogues]] select an additional feat at level 10.


The following Feats have been confirmed for the full release but are not currently available in Early Access:
See  [[D&D 5e feat changes]] for an overview of difference between feats in ''5e D&D'' and ''Baldur's Gate 3''.


{{div col | style = column-width: 20em;}}
== List of all feats ==
* Actor
<!-- Note that it is not required to define the number of rows per feat as of 04/26/2024 -->
* Alert
{{table begin|colspan1=1|header1=Name|colspan2=1|header2=Description|style=margin:auto; width:100%; padding:0;}}
* Charger
{{table feat
* Crossbow Expert
| name = Ability Improvement
* Dungeon Delver
| description =
* Durable
* Increase one [[Abilities|ability score]] by 2, or two ability scores by 1, up to a maximum of 20.
* Elemental Adept
}}
* Heavy Armour Master
{{table feat
* Lucky
| name = Actor
* Mage Slayer
| feature1 = {{Pass|Actor|w=30}}
* Medium Armour Master
| description1 =
* Observant
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Performer
* You gain [[Proficiency#Expertise|expertise]] in [[Deception]] and [[Performance]].
* Polearm Master
| notes =
* Resilient
* If not already [[Proficiency#Skill proficiency|proficient]], the character also gains proficiency in the chosen skills.
* Ritual Caster
| rows = 4
* Savage Attacker
}}
* Sentinel
{{table feat
* Sharpshooter
| name = Alert
* Spell Sniper
| feature1 = {{Pass|Alert|w=30}}
* Tavern Brawler
| description1 =
* War Caster
* You gain a +5 bonus to [[initiative]] and can't be {{cond|Surprised}}.
{{div col end}}
| rows = 2
 
}}
== Available Feats ==
{{table feat
{| class="wikitable" style="margin:auto;"
| name = Athlete
|-
| feature1 = {{Pass|Athlete: Standing Up|w=30}}
! Feat !! Description
| description1 =
|-
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
|style="width: 23%;"|{{anchor|Ability Improvement}} {{Icon|Passive Feature Generic Icon.png}} Ability Improvement ||
* When you are {{Cond|Prone}}, standing up uses significantly less movement.
''Note: While technically not a Feat, Ability Improvement is offered within the Feat Selection menu.''
* Your {{SAI|Jump}} distance also increases by 50%.
* Increase one [[Ability Score]] by 2, or two [[Ability Score]]s by 1.
| rows = 2
* You can't increase an Ability Score above 20 using this feature.
}}
|-
{{table feat
|{{anchor|Athlete}} {{Icon|Athlete Icon.png}} Athlete ||
| name = Charger
* Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| description =  
* When you are [[Prone]], standing up uses less movement.
| feature1 = {{SAI|Charger: Weapon Attack|w=30}}
|-
| description1 =
|{{anchor|Defensive Duellist}} {{Icon|Defensive Duellist Icon.png}} Defensive Duellist ||
* Charge forward and slam your weapon into the first enemy in your way without provoking {{SAI|Opportunity Attack|Opportunity Attacks}}.
* When attacked with a melee attack, use your [[Reaction]] to increase your {{ArmourClass}} by 2, potentially causing the attack to miss.
| feature2 = {{SAI|Charger: Shove|w=30}}
* Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are [[Proficiency|Proficient]].
| description2 =
|-
* Charge forward and {{SAI|Shove}} the first enemy in your way.
|{{anchor|Dual Wielder}}{{Icon|Dual Wielder Icon.png}} Dual Wielder ||
* Shove distance depends on your {{Ability|Strength}} and the target's weight.
* Gain a +1 bonus to {{ArmourClass}} while wielding a melee weapon in each hand.
| feature3 =
* You can use two-weapon fighting even if your weapons aren't [[light (weapon property)|Light]].
| description3 =
|-
| notes =  
|{{anchor|Great Weapon Master}}{{Icon|Great Weapon Master Icon.png}} Great Weapon Master ||
* Charger: Weapon attack uses {{Action|both}}, moves up to {{Distance|m=9}}, and makes a melee attack with +5 damage.
* When an attack with a Melee Weapon lands a [[Critical Hit]] or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]] that turn.
** This counts as a single weapon attack, and benefits from {{SAI|Extra Attack}}.
* When attacking with [[Heavy (weapon property)|Heavy]] Melee Weapons you are [[Proficiency|Proficient]] with, [[Attack Roll]]s take a -5 penalty, but their damage increases by 10.
}}
** ''(This is a Toggleable Passive Effect; see [[Great Weapon Master: All In]] for more information.)''
{{table feat
|-
| name = Crossbow Expert
|{{anchor|Heavily Armoured}}{{Icon|Heavily Armoured Icon.png}} Heavily Armoured ||
| description =
''(Requires [[Armour#Medium Armour|Medium Armour]] [[Proficiency]])''
| feature1 = {{Pass|Crossbow Expert: Point-Blank|w=30}}
* Increase your [[Strength]] by 1, to a maximum of 20.
| description1 =
* When you make crossbow attacks within melee range, the attack rolls do not have {{Disadvantage}}.
| feature2 = {{Pass|Crossbow Expert: Wounding|w=30}}
| description2 =
* Your {{SAI|Piercing Shot}} also inflicts {{Cond|Gaping Wounds}} for twice as long.
| feature3 =
| description3 =
| notes =
| rows = 4
}}
{{table feat
| name = Defensive Duellist
| description =
| feature1 = {{SAI|Defensive Duellist|w=30}}
| description1 =
* When you are attacked with a melee attack while wielding a [[Finesse|Finesse weapon]] you are [[Proficiency|proficient]] in, you can use a {{action|Reaction}} to increase your {{Armour Class}} by your proficiency bonus, possibly causing the attack to miss. Requires {{Ability|Dexterity}} to be higher than 13.
| notes =
| rows = 2
}}
{{table feat
| name = Dual Wielder
| description =
| feature1 = {{Pass|Dual Wielder|w=30}}
| description1 =
* You can use Two-Weapon Fighting even if your weapons aren't [[light (weapon property)|Light]].
* You cannot dual-wield [[Heavy (weapon property)|Heavy]] weapons.
| feature2 = {{Pass|Dual Wielder: Bonus Armour Class|w=30}}
| description2 =
* You have a +1 bonus to {{Armour Class}} while wielding a melee weapon in each hand.
| feature3 =
| description3 =
| notes =
* This feat doesn't give the [[Fighting_Style|Two-Weapon Fighting]] style, it just allows a creature to dual wield non-light non-heavy weapons.
** Simple melee weapons: {{WeaponType|Javelins}}, {{WeaponType|Maces}}, {{WeaponType|Quarterstaves}}, and {{WeaponType|Spears}}
** Martial melee weapons: {{WeaponType|Battleaxes}}, {{WeaponType|Flails}}, {{WeaponType|Longswords}}, {{WeaponType|Morningstars}}, {{WeaponType|Rapiers}}, {{WeaponType|Tridents}}, {{WeaponType|War Picks}}, and {{WeaponType|Warhammers}} 
| rows = 6
}}  
{{table feat
| name = Dungeon Delver
| description =
| feature1 = {{Pass|Dungeon Delver: Perception|w=30}}
| description1 =
* You gain {{Advantage}} on [[Perception]] checks made to detect hidden objects and on {{Saving Throw}}s made to avoid or resist traps.
| feature2 = {{Pass|Dungeon Delver: Resist Traps|w=30}}
| description2 =
* You gain [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to the damage dealt by traps.
| notes =
| rows = 4
}}
{{table feat
| name = Durable
| description =
| feature1 = {{Pass|Durable|w=30}}
| description1 =
* Your {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* Regain full [[hit points]] every time you take a [[short rest]].
| notes = * For Wild Shape, this adds +1 {{Ability|Constitution}} and full HP on a short rest, but {{em|does not}} increase Wild Shape form HP.{{note|name=DruidWSInteractions|For details on features and interactions for Wild Shape forms, see [[List of features that work in Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
}}
{{table feat
| name = Elemental Adept
| description = * Spells you cast ignore [[Damage_Types#Damage_Vulnerability,_Resistance_and_Immunity|resistance]] to a damage type of your choice. In addition, when you deal that type of damage with a [[Spells|spell]], you cannot roll a 1.
* Damage resistance options are one of the following:
** {{Pass|Elemental Adept: Acid}}
** {{Pass|Elemental Adept: Cold}}
** {{Pass|Elemental Adept: Lightning}}
** {{Pass|Elemental Adept: Fire}}
** {{Pass|Elemental Adept: Thunder}}
| notes = * "You cannot roll a 1" means that 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
}}
{{table feat
| name = Great Weapon Master
| description =
| feature1 = {{Pass|Great Weapon Master: Bonus Attack|w=30}}
| description1 = * When an attack with a melee weapon lands a [[Critical Hit]] or kills a creature, you can make another melee weapon attack as a {{Action|Bonus}} that turn.
| feature2 = {{Pass|Great Weapon Master: All In|w=30}}
| description2 =
* When attacking with a {{Two-Handed}} or {{Versatile}} melee weapon (in both hands) that you are [[Proficiency|Proficient]] with, {{Attack Roll}}s take a -5 penalty, but their damage increases by 10.
| feature3 =
| description3 =
| notes =
* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Heavily Armoured  
| description =
| feature1 = {{Pass|Heavily Armoured|w=30}}
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{HeavyArmour}}.
* Gain [[Proficiency]] with {{HeavyArmour}}.
|-
| notes =
|{{anchor|Moderately Armoured}}{{Icon|Moderately Armoured Icon.png}} Moderately Armoured ||
* Requires {{MediumArmour}} [[Proficiency]].
''(Requires [[Armour#Light Armour|Light Armour]] [[Proficiency]])''
| rows = 4
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
}}  
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
{{table feat
|-
| name = Heavy Armour Master
|{{anchor|Lightly Armoured}}{{Icon|Lightly Armoured Icon.png}} Lightly Armoured ||
| description =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature1 = {{Pass|Heavy Armour Master|w=30}}
| description1 =
* Your {{Ability|Strength}} ability score increases by 1, to a maximum of 20.
* Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
| notes =
* Requires {{HeavyArmour}} [[Proficiency]].
| rows = 4
}}  
{{table feat
| name = Lightly Armoured
| description =
| feature1 = {{Pass|Lightly Armoured|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with {{LightArmour}}.
* Gain [[Proficiency]] with {{LightArmour}}.
|-
| notes =
|{{anchor|Magic Initiate: Bard}}{{Icon|Magic Initiate Bard Icon.png}} Magic Initiate: Bard ||
| rows = 2
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Bard#Bard Spell List|Bard spell list]].
}}
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
{{table feat
|-
| name = Lucky
|{{anchor|Magic Initiate: Cleric}}{{Icon|Magic Initiate Cleric Icon.png}} Magic Initiate: Cleric ||
| description =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Cleric#Cleric Spell List|Cleric spell list]].
| feature1 = {{Pass|Lucky|w=30}}
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
| description1 =
|-
* You gain 3 Luck Points that recharge after a [[Long Rest]], which you can use to gain {{Advantage}} on {{Attack Roll}}s, {{Ability Check}}s, or {{SavingThrow}}s, or to make an enemy reroll their {{Attack Roll}}.
|{{anchor|Magic Initiate: Druid}}{{Icon|Magic Initiate Druid Icon.png}} Magic Initiate: Druid ||
| notes =
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Druid#Druid Spell List|Druid spell list]].
| rows = 2
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Wisdom]].
}}
|-
{{table feat
|{{anchor|Magic Initiate: Sorcerer}}{{Icon|Magic Initiate Sorcerer Icon.png}} Magic Initiate: Sorcerer ||
| name = Mage Slayer
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Sorcerer#Sorcerer Spell List|Sorcerer spell list]].
| description =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| feature1 = {{Pass|Mage Slayer: Saving Throw Advantage|w=30}}
|-
| description1 =
|{{anchor|Magic Initiate: Warlock}}{{Icon|Magic Initiate Warlock Icon.png}} Magic Initiate: Warlock ||
* When a creature casts a [[Spells|Spell]] within melee range of you, you have {{Advantage}} on any {{SavingThrow}}s against it.
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Warlock#Warlock Spell List|Warlock spell list]].
| feature2 = {{Pass|Mage Slayer: Attack Caster|w=30}}
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Charisma]].
| description2 =
|-
* You can use a {{action|Reaction}} to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
|{{anchor|Magic Initiate: Wizard}}{{Icon|Magic Initiate Wizard Icon.png}} Magic Initiate: Wizard  ||  
| feature3 = {{Pass|Mage Slayer: Break Concentration|w=30}}
* Learn 2 Cantrips and a 1st-level [[Spell]] from the [[Wizard#Wizard_Spell_List|Wizard spell list]].
| description3 =
* You can cast the 1st-level Spell once per [[Long Rest]]. Your Spellcasting Modifier for all three spells is [[Intelligence]].
* Enemies you hit have {{Disadvantage}} on {{Concentration}} {{SavingThrow}}s.
|-
| notes =
|{{anchor|Martial Adept}}{{Icon|Martial Adept Icon.png}} Martial Adept ||
| rows = 6
* Learn two manoeuvres from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them.
}}  
* You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
{{table feat
|-
| name = Magic Initiate: Bard
|{{anchor|Mobile}}{{Icon|Mobile Feat Icon.png}} Mobile ||
| description =
* Your [[Movement Speed]] increases by 3m / 10ft.
| feature1 = {{Pass|Magic Initiate: Bard|w=30}}
* When you use the [[Dash]] action, difficult terrain doesn't slow you down.
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Bard spells|Bard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Cleric
| description =
| feature1 = {{Pass|Magic Initiate: Cleric|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Cleric spells|Cleric spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| notes =
* While wearing medium armor, the bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
* The AC bonus increase is not listed in-game, and can also be gained by taking the [[Medium Armour Master]] feat.
}}
{{table feat
| name = Magic Initiate: Druid
| description =
| feature1 = {{Pass|Magic Initiate: Druid|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Druid spells|Druid spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Wisdom}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Sorcerer
| description =
| feature1 = {{Pass|Magic Initiate: Sorcerer|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Sorcerer spells|Sorcerer spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Warlock
| description =
| feature1 = {{Pass|Magic Initiate: Warlock|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Warlock spells|Warlock spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Charisma}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Magic Initiate: Wizard
| description =
| feature1 = {{Pass|Magic Initiate: Wizard|w=30}}
| description1 =
* Learn 2 Cantrips and a 1st-level [[Spells|Spell]] from the [[List of Wizard spells|Wizard spell list]]. You can cast the 1st-level Spell once per [[Long Rest]]. Your [[Spells#Spellcasting_ability|Spellcasting Ability]] for all three spells is {{Ability|Intelligence}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Martial Adept
| description =
| feature1 = {{Pass|Martial Adept|w=30}}
| description1 =
* Learn two [[Manoeuvres]] from the [[Battle Master]] archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a [[Short Rest|Short]] or [[Long Rest]].
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Medium Armour Master
| description =
| feature1 = {{Pass|Medium Armour Master|w=30}}
| description1 =
* When you wear medium armour, it doesn't impose {{Disadvantage}} on [[Stealth]] checks. The bonus to {{Armour Class}} you can gain from your {{Ability|Dexterity}} modifier also becomes +3 instead of +2.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Requires {{MediumArmour}} [[Proficiency]].
| rows = 4
}}  
{{table feat
| name = Mobile
| description =
| feature1 = {{Pass|Mobile|w=30}}
| description1 =
* Your [[Movement Speed]] increases by {{Distance|m=3}}.
| feature2 = {{Pass|Mobile: Evade Difficult Terrain|w=30}}
| description2 =
* When you use the {{SAI|Dash}} action, [[Difficult Terrain]] doesn't slow you down.
| feature3 = {{Pass|Mobile: Evade Opportunity Attack|w=30}}
| description3 =
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
* If you move after making a melee attack, you don't provoke an [[Opportunity Attack]] from that target.
|-
| notes =
|{{anchor|Performer}}{{Icon|Passive Feature Generic Icon.png}} Performer ||
}}
* Increase your [[Charisma]] by 1, to a maximum of 20.
{{table feat
* Gain [[Musical Instrument]] [[Proficiency]].
| name = Moderately Armoured
|-
| description =
|{{anchor|Shield Master}}{{Icon|Shield Master Icon.png}} Shield Master ||
| feature1 = {{Pass|Moderately Armoured|w=30}}
* Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield]].
| description1 =
* If a spell forces you to make a Dexterity Saving Throw, you can use your [[Reaction]] to shield yourself and diminish the effect's damage.
Requires {{LightArmour}} [[Proficiency]].
** On a failed save, you only take half damage.
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
** On a successful save, you don't take any damage, even if you normally would.
* Gain [[Proficiency]] with {{MediumArmour}} and {{Shields}}.
|-
| feature2 =
|{{anchor|Skilled}}{{Icon|Passive Feature Generic Icon.png}} Skilled ||
| description2 =
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = Performer
| description =
* Your {{Ability|Charisma}} ability score increases by 1, to a maximum of 20.
* Gain [[Instruments|Musical Instrument]] [[Proficiency#Instrument_proficiency|Proficiency]].
| rows = 1
}}
{{table feat
| name = Polearm Master
| description =
| feature1 = {{Pass|Polearm Master: Bonus Attack|w=30}}
| description1 =
* When attacking with a {{WeaponType|Glaive}}, {{WeaponType|Halberd}}, {{WeaponType|Pike}}, {{WeaponType|Quarterstaff}}, or {{WeaponType|Spear}}, you can use a {{Action|Bonus}} to attack with the butt of your weapon.
| feature2 = {{Pass|Polearm Master: Opportunity Attack|w=30}}
| description2 =
* You can also make an [[Opportunity Attack]] when a target comes within range.
| feature3 =
| description3 =
| notes =
* The damage modifier of this attack uses Strength or Dexterity, whichever is higher, even if the weapon does not have the [[finesse]] property. This is still true if another ability is used for the attack roll (such as through [[Shillelagh]] or [[Pact of the Blade]]).
* The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as [[Hunter's Mark]] or the additional damage from [[Great Weapon Master]].
* Polearm Master works with Pikes even though this is not stated in-game. (see {{note|name=PikesPolearmMaster|It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with [[Extra Reach]] (Glaives, Halberds, and '''Pikes''')}})
| rows = 6
}}
{{table feat
| name = Resilient
| description =
* You increase an [[Ability Scores|Ability]] by 1, to a maximum of 20.
* Gain [[Proficiency]] in that ability's {{SavingThrow|Saving Throws}}.
* The available passive features are:
** {{Pass|Resilient: Strength}}
** {{Pass|Resilient: Dexterity}}
** {{Pass|Resilient: Constitution}}
** {{Pass|Resilient: Intelligence}}
** {{Pass|Resilient: Wisdom}}
** {{Pass|Resilient: Charisma}}
| notes =
* This [[Ability Scores|Ability]] increase applies to [[Druid|druids]] in [[Wild Shape]].{{note|name=DruidWSInteractions|For details on features and interactions for Wild Shape forms, see [[List of features that work in Wild Shape]]. For a list of each form's stats, see [[Wild Shape#All Wild Shape Forms|All Wild Shape Forms]].}}
| rows = 3
}}
{{table feat
| name = Ritual Caster
| description =
| feature1 = {{Pass|Ritual Caster: Free Spells|w=30}}
| description1 =
* You learn two {{Ritual Spell}} spells of your choice.
| notes = * The available spells are:
** {{SAI|Enhance Leap}}
** {{SAI|Disguise Self}}
** {{SAI|Find Familiar}}
** {{SAI|Longstrider}}
** {{SAI|Speak with Animals}}
** {{SAI|Speak with Dead}}
}}
{{table feat
| name = Savage Attacker
| description =
| feature1 = {{Pass|Savage Attacker|w=30}}
| description1 =
* When making melee weapon attacks, you roll your damage dice twice and use the highest result.
| notes =
| rows = 2
}}
{{table feat
| name = Sentinel
| description =
| feature1 = {{Pass|Sentinel: Vengeance|w=30}}
| description1 =
* When an enemy in melee range attacks an ally, you can use a {{action|Reaction}} to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
| feature2 = {{Pass|Sentinel: Snare|w=30}}
| description2 =
* When you hit a creature with an [[Attack of Opportunity]], it can no longer move for the rest of its turn.
| feature3 = {{Pass|Sentinel: Opportunity Advantage|w=30}}
| description3 =
:* You gain {{Advantage}} on [[Opportunity Attack|Opportunity Attacks]].
| notes =
| rows = 6
}}
{{table feat
| name = Sharpshooter
| description =
| feature1 = {{Pass|Sharpshooter: Low Ground|w=30}}
| description1 =
* Your ranged weapon attacks are not penalized for [[High Ground Rules]].
| feature2 = {{Pass|Sharpshooter: All In|w=30}}
| description2 =
* Ranged weapon attacks with weapons you are [[Proficient]] with have a -5 penalty to their {{Attack Roll}}, but deal an additional 10 damage.
| feature3 =
| description3 =
| notes =* All In is a toggleable passive ability.
| rows = 6
}}
{{table feat
| name = Shield Master
| description =
| feature1 = {{Pass|Shield Master|w=30}}
| description1 = * Gain a +2 bonus to {{Saving Throw|Dexterity}} when wielding a [[Shields|Shield]].
| feature2 = {{SAI|Shield Master: Block|w=30}}
| description2 =
* If a [[Spells|Spell]] forces you to make a {{Saving Throw|Dexterity}}, you can use your {{action|Reaction}} to shield yourself and diminish the effect's damage.
* - On a failed save, you only take half damage.
* - On a successful save, you don't take any damage, even if you normally would.
| notes = * BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save.
* Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to {{Saving Throw|Dexterity}}.
}}  
{{table feat
| name = Skilled
| description =
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
* You gain [[Proficiency]] in 3 [[Skills]] of your choice.
|-
| feature2 =
|{{anchor|Tough}}{{Icon|Tough Icon.png}} Tough ||
| description2 =
| feature3 =
| description3 =
| notes =
}}
{{table feat
| name = Spell Sniper
| description =
| feature1 = {{Pass|Spell Sniper|w=30}}
| description1 =
* You learn a cantrip, and the number you need to roll a [[Critical Hit]] while attacking with a [[Spells|Spell]] is reduced by 1. This effect can stack.
| notes =
* The available cantrips are:
** {{SAI|Bone Chill}}
** {{SAI|Eldritch Blast}}
** {{SAI|Fire Bolt}}
** {{SAI|Ray of Frost}}
** {{SAI|Shocking Grasp}}
** {{SAI|Thorn Whip}}
* These cantrips use the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] chooses Eldritch Blast with this feat, they use their {{Ability|Wisdom}} modifier and not their {{Ability|Charisma}} modifier.
* All available cantrips are Spell Attacks and use {{Attack Roll|attack rolls}}
| rows = 4
}}
{{table feat
| name = Tavern Brawler
| description =
| feature1 = {{Pass|Tavern Brawler|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Constitution}} ability score increases by 1, to a maximum of 20.
* When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and {{Attack Roll}}.
| feature2 =
| description2 =
| feature3 =
| description3 =
| notes =
* Unarmed attacks that use {{Ability|Dexterity}} as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
| rows = 4
}}  
{{table feat
| name = Tough
| description =
| feature1 = {{Pass|Tough|w=30}}
| description1 =
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
* [[Hit Points|Hit Point]] maximum increased by 2 for each level.
|-
| feature2 =
|{{anchor|Weapon Master}}{{Icon|Passive Feature Generic Icon.png}} Weapon Master ||
| description2 =
* Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| feature3 =
| description3 =
| notes =
| rows = 2
}}
{{table feat
| name = War Caster
| description =
| feature1 = {{Pass|War Caster: Concentration|w=30}}
| description1 =
* You gain {{Advantage}} on {{SavingThrow}}s to maintain {{Concentration}} on a [[Spells|Spell]].
| feature2 = {{Pass|War Caster: Opportunity Spell|w=30}}
| description2 =
* You can also use a {{action|Reaction}} to cast {{SAI|Shocking Grasp}} at a target moving out of melee range.
| feature3 =
| description3 =
| notes = * This feat does not grant the ability to use {{SAI|Shocking Grasp}} at will. Unless you know it from another source, you can {{em|only}} use it as an [[Attack of Opportunity]].
* Casting Shocking Grasp as an Attack of Opportunity uses the character's [[Spells#Spellcasting_ability|Spellcasting Ability]]. For example, if a [[Cleric]] casts Shocking Grasp with this feat, they use their {{Ability|Wisdom}} modifier
| rows = 6
}}
{{table feat
| name = Weapon Master
| description =
| feature1 = {{Pass|Weapon Master|w=30}}
| description1 =
* Your {{Ability|Strength}} or {{Ability|Dexterity}} ability score increases by 1, to a maximum of 20.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
* Gain [[Proficiency]] with four [[Weapon]] types of your choice.
|}
| notes =
| rows = 2
}}
{{table end}}
 
== References ==
{{reflist}}
 
== Footnotes ==
{{notelist}}


{{Gameplay}}
{{NavGameplay}}
[[Category:Character Creation]]
[[Category:Class-related articles]]
[[Category:Character creation]]

Latest revision as of 19:50, 17 November 2024

Feats are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. Fighters select an additional feat at level 6; Rogues select an additional feat at level 10.

See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.

List of all feats[edit | edit source]

Name Description
Ability Improvement
  • Increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.
Actor Actor Actor
Notes
  • If not already proficient, the character also gains proficiency in the chosen skills.
Alert Alert Alert
Athlete Athlete: Standing Up Athlete: Standing Up
  • Your Strength Strength or Dexterity Dexterity ability score increases by 1, to a maximum of 20.
  • When you are Prone Prone, standing up uses significantly less movement.
  • Your Jump Jump distance also increases by 50%.
Charger Charger: Weapon Attack Charger: Weapon Attack
  • Charge forward and slam your weapon into the first enemy in your way without provoking Opportunity Attacks Opportunity Attacks.
Charger: Shove Charger: Shove
  • Charge forward and Shove Shove the first enemy in your way.
  • Shove distance depends on your Strength Strength and the target's weight.
Notes
  • Charger: Weapon attack uses Action + Bonus action, moves up to 9 m / 30 ft, and makes a melee attack with +5 damage.
    • This counts as a single weapon attack, and benefits from Extra Attack Extra Attack.
Crossbow Expert Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank
  • When you make crossbow attacks within melee range, the attack rolls do not have Disadvantage Icon.png Disadvantage.
Crossbow Expert: Wounding Crossbow Expert: Wounding
Defensive Duellist Defensive Duellist Defensive Duellist
Dual Wielder Dual Wielder Dual Wielder
  • You can use Two-Weapon Fighting even if your weapons aren't Light.
  • You cannot dual-wield Heavy weapons.
Dual Wielder: Bonus Armour Class Dual Wielder: Bonus Armour Class
  • You have a +1 bonus to Armour Class Armour Class while wielding a melee weapon in each hand.
Notes
Dungeon Delver Dungeon Delver: Perception Dungeon Delver: Perception
Dungeon Delver: Resist Traps Dungeon Delver: Resist Traps
Durable Durable Durable
Notes
  • For Wild Shape, this adds +1 Constitution Constitution and full HP on a short rest, but does not increase Wild Shape form HP.[note 1]
Elemental Adept
Notes
  • "You cannot roll a 1" means that 1 is effectively removed from the dice roll. On attacks that use multiple dice, such as cantrips past level 5, any of the dices can't roll a 1.
Great Weapon Master Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack
  • When an attack with a melee weapon lands a Critical Hit or kills a creature, you can make another melee weapon attack as a Bonus action that turn.
Great Weapon Master: All In Great Weapon Master: All In
  • When attacking with a  Two-Handed or  Versatile melee weapon (in both hands) that you are Proficient with, Attack rolls take a -5 penalty, but their damage increases by 10.
Notes
  • All In is a toggleable passive ability.
Heavily Armoured Heavily Armoured Heavily Armoured
Notes
Heavy Armour Master Heavy Armour Master Heavy Armour Master
  • Your Strength Strength ability score increases by 1, to a maximum of 20.
  • Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Notes
Lightly Armoured Lightly Armoured Lightly Armoured
Lucky Lucky Lucky
Mage Slayer Mage Slayer: Saving Throw Advantage Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster Mage Slayer: Attack Caster
  • You can use a Reaction to immediately make an attack against the caster if it casts a spell within 1.5m / 5ft of you.
Mage Slayer: Break Concentration Mage Slayer: Break Concentration
Magic Initiate: Bard Magic Initiate: Bard Magic Initiate: Bard
Magic Initiate: Cleric Magic Initiate: Cleric Magic Initiate: Cleric
Notes
  • While wearing medium armor, the bonus to Armour Class Armour Class you can gain from your Dexterity Dexterity modifier also becomes +3 instead of +2.
  • The AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
Magic Initiate: Druid Magic Initiate: Druid Magic Initiate: Druid
Magic Initiate: Sorcerer Magic Initiate: Sorcerer Magic Initiate: Sorcerer
Magic Initiate: Warlock Magic Initiate: Warlock Magic Initiate: Warlock
Magic Initiate: Wizard Magic Initiate: Wizard Magic Initiate: Wizard
Martial Adept Martial Adept Martial Adept
Medium Armour Master Medium Armour Master Medium Armour Master
Notes
Mobile Mobile Mobile
Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain
Mobile: Evade Opportunity Attack Mobile: Evade Opportunity Attack
  • If you move after making a melee attack, you don't provoke an Opportunity Attack from that target.
Moderately Armoured Moderately Armoured Moderately Armoured

Requires Light armour Proficiency.

Performer
Polearm Master Polearm Master: Bonus Attack Polearm Master: Bonus Attack
Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack
Notes
  • The damage modifier of this attack uses Strength or Dexterity, whichever is higher, even if the weapon does not have the finesse property. This is still true if another ability is used for the attack roll (such as through Shillelagh or Pact of the Blade).
  • The Polearm Master: Bonus Attack often does not apply additional damage-on-hit effects, such as Hunter's Mark or the additional damage from Great Weapon Master.
  • Polearm Master works with Pikes even though this is not stated in-game. (see [note 2])
Resilient
Notes
Ritual Caster Ritual Caster: Free Spells Ritual Caster: Free Spells
  • You learn two Ritual spells of your choice.
Notes
Savage Attacker Savage Attacker Savage Attacker
  • When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sentinel Sentinel: Vengeance Sentinel: Vengeance
  • When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
Sentinel: Snare Sentinel: Snare
Sentinel: Opportunity Advantage Sentinel: Opportunity Advantage
Sharpshooter Sharpshooter: Low Ground Sharpshooter: Low Ground
Sharpshooter: All In Sharpshooter: All In
  • Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack roll, but deal an additional 10 damage.
Notes
  • All In is a toggleable passive ability.
Shield Master Shield Master Shield Master
Shield Master: Block Shield Master: Block
  • If a Spell forces you to make a Dexterity saving throw, you can use your Reaction to shield yourself and diminish the effect's damage.
  • - On a failed save, you only take half damage.
  • - On a successful save, you don't take any damage, even if you normally would.
Notes
  • BUG: As of Hotfix 25, this feat does not reduce the damage taken on a failed save.
  • Unlike the DnD counterpart, this feat doesn't take shield AC into account and instead only offers a flat bonus to Dexterity saving throw.
Skilled
Spell Sniper Spell Sniper Spell Sniper
  • You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a Spell is reduced by 1. This effect can stack.
Notes
Tavern Brawler Tavern Brawler Tavern Brawler
  • Your Strength Strength or Constitution Constitution ability score increases by 1, to a maximum of 20.
  • When you make an unarmed attack, use an improvised weapon, or throw something, your strength modifier is added twice to the damage and Attack roll.
Notes
  • Unarmed attacks that use Dexterity Dexterity as a modifier still gain the strength modifier as a bonus with this feat and thus don't get the Dexterity modifier applied twice to the attack.
Tough Tough Tough
  • Hit Point maximum increased by 2 for each level.
War Caster War Caster: Concentration War Caster: Concentration
War Caster: Opportunity Spell War Caster: Opportunity Spell
Notes
  • This feat does not grant the ability to use Shocking Grasp Shocking Grasp at will. Unless you know it from another source, you can only use it as an Attack of Opportunity.
  • Casting Shocking Grasp as an Attack of Opportunity uses the character's Spellcasting Ability. For example, if a Cleric casts Shocking Grasp with this feat, they use their Wisdom Wisdom modifier
Weapon Master Weapon Master Weapon Master

References[edit | edit source]

Footnotes[edit | edit source]

  1. 1.0 1.1 For details on features and interactions for Wild Shape forms, see List of features that work in Wild Shape. For a list of each form's stats, see All Wild Shape Forms.
  2. It's not stated in-game but Polearm Mastery works with Pikes too. Polearm Master is coded to work with any weapon that is tagged as a SPEAR or STAVE (quarterstaffs), and weapons with Extra Reach (Glaives, Halberds, and Pikes)